Posts with ‘JonathanBlow’ Tag

Raspberry the Prototype, blow by blow! By Blow…

By: Xander

On: September 2nd, 2007

Rasp

In fact, the very Raspberry that you would’ve seen in the video below, and thanks go to Xagarath for the tip in the comment section. I’ll keep this brief because obviously it’s mentioned in some detail in the video.

There’s also an included tutorial, which like most Jonathan Blow explanations is both in-depth and interesting throughout, as it chronicles the entire prototype itself rather than the simple mechanics of how to play the game, in a sense that echoes the earlier interactive flash videos we had a while back on Understanding Gaming. It also features four modes of play, which seem roughly to be the prototype at different stages of complexity, with the first being the simplest and the last being the full prototype with music working alongside the gameplay and the SFX produced from either doing well or sucking completely.

It’s not uncommon to be able to play Works-in-progress, but to play around on a prototype with such indepth documentation is something not to be missed really. Be sure to check out the ‘Readme’ file for a some impressions of the prototype from various playtesters (usually responded to by Blow aswell), which includes a response from Mr. Mak of Everyday Shooter fame!

…considering how famous that game is now, you’d have thought we would’ve gotten a chance to play it. Oh well, enjoy!

J. Blow on Prototyping f. Braid Gameplay Footage!

By: ARelativelyHotGirl

On: September 1st, 2007

Another IGS (the Independent Games Summit of the GDC) video has been posted. This one features Jonathon Blow explaining prototyping for Braid.

The really cool part, is that we get to see Braid in action and hints on how the game actually plays. Impressive stuff!

Note: There’s also a higher res MP4 version.

(Source: Gamasutra)

MTV Interview: Jonathan Blow

By: Derek Yu

On: August 9th, 2007

Braid

MTV’s all up in indie gaming’s grill these days, and with good reason. This time they’re doing an interview with the one-and-only Jonathan Blow, about life, games, and Braid.

One of the things that made “Braid” different from the beginning was my determination to strike out in a new design direction, and just have faith that I could make it work. Rewind was going to be the basis of the game. If rewind conflicted with some other element of the design, then I would throw away that other element — regardless of how traditionally necessary it was. And I was glad I had that faith, because it paid off.

I’m noticing that Jon is getting a little bit of flak for his interview, most notably in the comments of Wired’s Game|Life blog. Now, I know he doesn’t need me to defend him, because he is an extremely smart and successful guy who could also kill any one of us with kung fu (really), but seriously, as someone who has heard Jon speak and played his game (albeit an early version), let me just assure you that a) if you perceive any egotism or condescension on his part, it’s the inevitable result of his being brilliant and also honest (he’s actually quite down to earth), and b) he is fully deserving of the so-called “hype” he’s been getting. Honestly, he deserves more. And a lot of independent developers do.

And c) it’s really sad how you can’t criticize anything anymore without somebody taking immediate offense and calling you a “wanker.” I give more credit to the man who is called a wanker because he has lots of strong opinions than the man who’s only opinion is that someone else is a wanker. Alright, you wankers?

Free Play 2007

By: Derek Yu

On: August 3rd, 2007

acmi

The Australian Centre for the Moving Image has been doing great things for independent gaming lately, putting on a “”http://www.acmi.net.au/independent_games_festival_2007.aspx">Best of the Independent Games Festival" exhibition this summer and now starting up a conference for independent developers called Free Play (which begins on August 18th):

Developed by the indie game community for the indie game community, Free Play provides the only forum for Australian independent game developers to share knowledge, showcase their work and initiate new projects.
Free Play is designed for independent voices, small budget creators, and those who don’t fit the pre-packaged sales strategies to come together, strategise and celebrate their creativity.

The keynote speaker is Jonathan Blow. I always knew Australia was an awesome place!

Braid Preview & Interview

By: Brandon McCartin (BMcC)

On: June 8th, 2007

I'd quite like to play it myself.  Curse you, Graham!

Graham Goring, The Arsecast Host, recently previewed Braid, the upcoming time-bending platform game by Jonathan Blow, which won the Innovation in Game Design award at the 2006 IGF. He had some nice things to say. Very nice. Check it out.

You might remember Braid being previewed a while ago in a similarly enthusiastic way. I was skeptical at the time, thinking it was hyperbole. But if Graham feels this way about it… I’m inclined to believe.

BONUS CONTENT: Why not chase all this down with an interview with Mr. Blow over at GameDev.net? You’ll be glad you did.

ALSO: Screenshots!

Arthouse Games: Braid Preview

By: Derek Yu

On: February 13th, 2007

Braid

Arthouse Games has a SPOILERIFIC exclusive preview of Jonathan Blow’s time-bending platform game Braid. And boy, did he like it:

“Even with this rough build, I was able to draw one simple conclusion without doubts or reservations: Braid is the most innovative and interesting game I have ever played.”

Bold words, but Braid does seem like it has a lot of neat ideas! Even though time-shifting has been utilized in 3d commercial games like Blinx and Prince of Persia, it seems like it’s better suited to two-dimensions. I can’t wait to try it when it’s released (first quarter 2007?).

Again, don’t read the article if you don’t want to be spoiled. Rotten. Like Paris Hilton.